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Otto Fajarianto
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INDONESIA
JTP - Jurnal Teknologi Pendidikan
ISSN : 14112744     EISSN : 26203081     DOI : -
Core Subject : Education,
Jurnal Teknologi Pendidikan (JTP) Diterbitkan sebagai upaya untuk mempublikasikan hasil-hasil penelitian dan temuan di bidang Teknologi Pendidikan. Jurnal ini terbit 3 kali setahun pada bulan April, Agustus dan Desember. Memuat hal kajian, analisis, dan penelitian tentang perancangan, pengembangan, pengelolaan, pemanfaatan, evaluasi, dan penelitian dalam bidang pendidikan yang berkaitan dengan peningkatan kinerja dan memfasilitasi belajar di lembaga pendidikan formal, non-formal dan informal serta lembaga-lembaga pelatihan.
Arjuna Subject : -
Articles 434 Documents
How Flipped Classroom Helps the Learning in the Times of Covid-19 Era? Anugrah Anugrah; Nurdin Ibrahim; Moch. Sukardjo
JTP - Jurnal Teknologi Pendidikan Vol 22 No 3 (2020): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v22i3.17555

Abstract

In 2020, online learning rapidly grows due to the pandemic of COVID-19 that affected the changes in global conditions. All learners and educators have to be ready for online learning. This research was aimed to explore the implementation of the flipped classroom during the Covid-19 pandemic outbreak in 2020. This research setting was at Universitas Negeri Jakarta, one of the campuses that eliminated campus activities due to the high Covid-19 spread in Jakarta. Referring to the learning standards of AECT, the researchers used qualitative descriptive methods. The techniques of collecting data were observation, interviews, and questionnaires to all students who took E-Learning Design courses at the Master of Educational Technology, Postgraduate Program, Universitas Negeri Jakarta. The research results proved that learning during the Covid-19 pandemic using flipped classrooms in the E-Learning Design course has met ten online learning standards by AECT and provides satisfaction for students and lecturers. In addition, according to research results, the use of technology does not need to be grandiose. Accordingly, it should optimize the platform often used on daily basis to utilize the flipped classroom.
Development of Learning Media Based on Autoplay Chemistry to Improve Students’ Communicative Characters on Chemistry Maria Erna; Irfandi Irfandi; Rasmiwetti Rasmiwetti
JTP - Jurnal Teknologi Pendidikan Vol 22 No 3 (2020): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v22i3.17823

Abstract

The implementation of learning media based on ICT (Information and Communication Technology) on chemistry was found to be very low. For this reason, ICT-based chemistry learning media which utilized autoplay application were developed in this research. The validated product of the learning media based by autoplay on chemistry can be implemented as a learning medium to improve students' communicative character. This research was designed by using the Plomp model in the form of Research and Development (R&D). Data of this research were collected by validation sheets, questionnaire responses (teachers and students), and communicative observation sheets with descriptive statistical analyses and independent sample t test. The validity results showed that the average percentage from media expert and material expert judgment were 88.25% and 91.69% with a category of valid. Moreover, the results of the response of teachers and students respectively obtained an average percentage score of 85% and 81% with a category of very interesting. Then, the results of the independent sample t test for 0,000 <0.05 indicated that there were significant differences in the communicative character of students before and after the use of learning media based on autoplay on chemistry with a percentage of 72.25%.
Increasing HOTS of High School Students Using Mobile Technology and Scaffolding Approach: Study on Physics Learning Singgih Hutomo Aji; Suparno
JTP - Jurnal Teknologi Pendidikan Vol 22 No 3 (2020): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v22i3.17845

Abstract

Improvement, development, and growth of a country cannot be separated from the quality of its human resources. This is even more so for a country that will face a population demographic bonus like Indonesia, which requires excellent and increasing quality of human resources so that they are always able to compete. Education is one of the factors that plays an important role in advancing the quality of human resources. This study aims to develop an Android-based learning media application on simple harmonic motion physics material and is used to improve the HOTS ability of students by learning using the scaffolding approach. This study is an R&D with a 4D model consisting of the Defining, Designing, Developing, and Disseminating stages. The operational test at the Developing stage was carried out using an experiment with the Pretest-Posttest Control Group design. The product in this study is an Android-based physics learning media application on simple harmonic motion material that has been tested for its feasibility for use in physics learning. Then, the product was tested in the field by being implemented in learning. The experimental results in the experimental class using android media and the scaffolding approach and the control class using conventional learning showed a significant difference in HOTS abilities. The implementation of Android-based physics mobile learning media and the scaffolding learning approach has a positive effect on the HOTS ability of students.
Developing Serious Video Games for Data Communication Courses Dewi Sulistiyarini; Dochi Ramadhani; Sabirin, Febrianto
JTP - Jurnal Teknologi Pendidikan Vol. 23 No. 1 (2021): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v23i1.18324

Abstract

The development of educational games for data communication courses aims to help students understand data communication subject matter. The research method used in the development of educational games for the Data Communication course is Research and Development (R&D) with the DDD-E development model. The instruments used in the development of educational games are documentation and questionnaires. The research subjects consisted of 2 media experts, 2 material experts, 2 linguists and 30 potential users. The test results show that the educational games for the data communication course get good categories from media experts, material experts, and linguists, while the responses of potential users get very good categories.
Developing Educational Games for Mathematics Learning to Improve Learning Motivation and Outcomes Claudea Winandyaz Rakasiwi; Muhtadi, Ali
JTP - Jurnal Teknologi Pendidikan Vol. 23 No. 1 (2021): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v23i1.18356

Abstract

This study aims to develop learning educational games as learning media in the mathematics learning process to increase students’ learning motivation and outcomes. Educational games are designed to help students understanding a simple geometric shapes such as angles, sides, and nets. The development model was based on the ADDIE model covering Analyze, Design, Development, Implementation, and Evaluation stages. The result of the feasibility assessment by media and material experts reached 94% and 90% of each. Meanwhile, the assessment by the teacher reached 90%. The result of the initial / pilot test and field test reached 87% and 94% respectively. Based on the assessment, it can be concluded that educational games are suitable for supporting mathematics learning. The increase in students’ learning motivation reached 84.4%, while the learning outcomes increase from 48.9 to 85.1. Further, the gain score reached 0.71 indicating that the educational games are effective for improving learning outcomes.
Development of Multimedia Interactive Learning of Hydrosphere Material for High School Alfi, Alfi Syahrinsi; L.R. Retno Susanti; Sardianto Markos Siahaan
JTP - Jurnal Teknologi Pendidikan Vol. 23 No. 1 (2021): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v23i1.18579

Abstract

The purpose of this research is the development of learning interactive multimedia at hydrosphere subject matter class X of high School. The development research which aims to produce learning interactive multimedia on subjects geography which is valid, practical and effective against the learning outcomes of students. Research development was using the Alessi and Trollip models. The steps of its developers, namely, planning, design, and development. On the stage of the alpha test do the validation on the validator I, validator II, and validator III. Test phase implemented in the class X IPS B SMA Muhammadiyah 6 Palembang. Data collection techniques using interviews, questionnaires, and tests. This research is valid and deserves to be tested after going through the process of validation of the validator I, validator II, and validator III. Through the beta test results the practicality shows the average value of 92,3 to the category of “very practical”. At the stage of field test learning outcomes of students showed an increase which amounted to 56,6 with the average results of the pretest of 24.6, while the posttest results amounted to 81,2 with N-gain of 0.75 then it belongs to the category of high, this shows that the learning interactive multimedia that is developed has a value of valid, practical, effectiveness and worth to use.
Improving The Competency of Automotive Vocational Teachers with Partnership-Based Training Model (PBK) Bambang Sudarsono; Budi Santosa; Herminarto Sofyan
JTP - Jurnal Teknologi Pendidikan Vol 22 No 3 (2020): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v22i3.18690

Abstract

Entering the XXI Century, Industrial Revolution 4.0, and Society 5.0. Improving the quality of human resources is a top priority in meeting the demands of the workforce and the automotive industry. Produce the competencies needed by automotive vocational teachers who master these competencies and are by the needs of the industrial world. This research is designed to produce a partnership-based training model that can be applied and can improve the competence of automotive teachers according to the needs of the automotive industry. This development research consists of two stages, namely the development and validation stages involving vocational education experts, automotive vocational teachers, and industrial practitioners in interviews, Focus Group Discussion activities, and filling out questionnaires. The research subjects were 72 automotive vocational school teachers in Central Java and West Java. The application of this model was carried out in three national automotive industries (the sole agent of the brand holders). The partnership-based training model consists of 6 stages: (1) Information and Communication Learning Activities; (2) Facilitation; (3) Assistance; (4) Monitoring; (5) Process Evaluation and (6) Results Evaluation. A partnership-based training model can be applied and has received a very good response from automotive participants/ teachers. Based on the questionnaire responses, participants / automotive vocational teachers strongly agree that partnership-based training is applied in the training program. While the competency aspects of attitudes, knowledge, and work skills were achieved with 80% of participants achieving good criteria.
Evaluation on the Use of Online Comics among Students: Development Studies at Universitas Terbuka Radeswandri; Vebrianto, Rian; Thahir, Musa
JTP - Jurnal Teknologi Pendidikan Vol. 23 No. 1 (2021): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v23i1.19084

Abstract

Promotion is one way to spread information, so as to persuade/influence the audience to be willing to be loyal, accept, or buy towards a company or product. One form of promotional media that is effective in increasing the prospect of an object is online comics. Online comics are digital media that are dynamic and in accordance with technological developments. Based on this, this study aimed to evaluate the use of online comics among Universitas Terbuka students as a means of education and promotion. This research is development research using the ADDIE model with limitation of only on response test or evaluation of the use of online comics. The research was conducted by involving 60 students from various study programs. The data collection was done using an online questionnaire consisting of seven constructs with 34 questions related to evaluating the use of online comics. The data collected was then analyzed using SPSS version 23.00 for Windows. The results showed that the students' evaluation of the use of online comics in the seven constructs had an average of 3.11 in the "good" category. Therefore, students as agents of change in education are expected to be able to think openly about changes and alternatives offered by technology to improve the quality of learning.
Pengaruh Struktur Organisasi dan Tim Proses Terhadap Pengambilan Keputusan Kepala Sekolah Heldy Rogahang
JTP - Jurnal Teknologi Pendidikan Vol 21 No 3 (2019): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v21i3.19816

Abstract

The objective of this study was to know the effect of organizational structure and teams processes toward decision making of elementary school principals in Manado. This study consisted of two exogenous variable, they are organizational structure and endogenous variable is decision making of elementary schools principals. The population of this study was all of the elementary school principals in Manado, they were 100 respondents. The sample was taken by applying simple random sampling. The total sample of this study was 80 principals. The result of study showed that, (1) There is a significant direct effect of organizational structure toward decision making.(2) There is a significant direct effect of team processes toward decision making. (3) There is a significant direct effect of organizational structure toward team processes.Based on the result of this study, the researcher suggested to the principals in order to improve the organizational structure and team processes in school organization so they could make decision effectively, and finally the school goal achieved
Application of Electronic Learning by Utilizing Virtual Reality (VR) and Augmented Reality (AR) Methods in Natural Sciences Subjects (IPA) in Elementary School Students Grade 3 Anggara, Risan Putra; Musa, Purnawarman; Sri Lestari; Widodo, Suryarini
JTP - Jurnal Teknologi Pendidikan Vol. 23 No. 1 (2021): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v23i1.20203

Abstract

Corona Virus Disease 2019 (Covid-19) has stopped all aspects of human life, including the world of education. The Ministry of Education of the Republic of Indonesia has stopped face-to-face teaching and learning activities in schools, replacing them with online methods. Work from Home (WFH) is an adaptation of activities as applied online methods to anticipate learning activities during the Covid-19 Pandemic. Learning based on digital transformation technology utilizes network technology entirely online. The application of e-learning technology in the teaching and learning process is a choice for various educational institutions. The use of technology can maximize students 'learning time efficiency and increase students' concentration. Learning with the Virtual Reality (VR) method directs students to discoveries, motivates, encourages, and provides more curiosity for students in learning. Besides VR, Augmented Reality (AR) is a learning method for students to interact with virtual objects and real objects. The author proposes e-learning based learning in Natural Sciences (IPA) subjects in grade 3 in Elementary Schools. The research proposal develops lessons using a virtual approach from real events and provides phenomena of natural occurrences. Science lessons in Elementary Schools increase the curiosity of students scientifically. This method will help students develop the ability to ask questions and find answers to natural phenomena. The research stages carried out in application development are analysis, design, implementation, and application testing. The test results by adding e-learning to traditional learning methods impacted students' understanding of the material with an increased level of understanding by 24%.

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